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GPU Pro 360 Guide to ­Image Space

Rating
Format
Paperback, 217 pages
Other Formats Available

Hardback : £128.00

Published
United Kingdom, 6 December 2018

Wolfgang Engel's GPU Pro 360 Guide to Image Space gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that operate primarily in image space. This volume is complete with 15 articles by leading programmers speaks to the power and convenience of working in screen space. GPU Pro 360 Guide to Image Space is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

Key Features:

  • Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices
  • Covers specific challenges involved in creating games on various platforms
  • Explores the latest developments in rapidly evolving field of real-time rendering
  • Takes practical approach that helps graphics programmers solve their daily challenges

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Our Price
£38.01
Ships from Australia Estimated delivery date: 30th Apr - 8th May from Australia
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Product Description

Wolfgang Engel's GPU Pro 360 Guide to Image Space gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that operate primarily in image space. This volume is complete with 15 articles by leading programmers speaks to the power and convenience of working in screen space. GPU Pro 360 Guide to Image Space is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

Key Features:

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Product Details
EAN
9781138484320
ISBN
1138484326
Publisher
Dimensions
19.3 x 23.4 x 1.3 centimeters (0.48 kg)

Table of Contents

Ch 1 Anisotropic Kuwahara Filtering on t herr rGPU; Ch 2 Edge Anti-aliasing by Post-Processing; Ch 3 Environmental Mapping with Floyd-Steinberg Halftonong; Ch 4 Hierarchical Item Buffers for Granular Occlusion Culling; Ch 5 Realistic Depth of Field Post-production; Ch 6 Real-Time Screen Space Cloud Lighting; Ch 7 Screen-Space Subsurface Scattering; Ch 8 The Skylanders SWAP Force Depth-of-Field Shader; Ch 9 Simulating Partial Occlusion in Post-Processing Depth-of-Fieldfd Methods; Ch 10 Second-Depth Antialiasing; Ch 11 Practical Frame Buffer Compression; Ch 12 Coherence-Enhancing Filtering on the GPU; Ch 13 Screen Space Gras; Ch 14 Screen-Space Deformable Meshes via CSG with Per-Pixel; Ch 15 Broken Effects on the SPU

About the Author

Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the games and movie industries.  Previously he worked in Rockstar's core technology group as the lead graphics programmer.

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